As we have been playtesting Tank Duel: Enemy in the Crosshairs, the number one thing that players want to learn about is how the game works once the shells start flying. Tank Duel draws inspiration from games like Up Front, Panzer and Combat Commander, with an abstract movement system but detailed fire action resolution procedure which uses cards for multiple purposes. This article will give you some insight into what the fire action resolution procedure looks like, and how that information is spread out between the Battle Cards and Tank Boards.
NOTE: All photos and art are play test versions.
GMT Weekend at the Warehouse, October 2016. Across the table from me is Mike Bertucelli. Mike has become a close friend, tested through the wars developing Liberty or Death. We have been gaming together since we met 4 years ago and he is a great guy to play with. That’s true with one exception: when we play Tank Duel. As a tank commander, Mike’s football coaching lineage comes to the surface. He seems to beat me every time we play and does a victory dance over my smoking hulk. My intent is revenge and I have been practicing my victory dance.
Jason Carr is a member of the Tank Duel design team and will be writing a series of articles describing the concepts, gameplay, strategies, and history behind Tank Duel: Enemy in the Crosshairs. Each article will focus on a different part of the game through an extended example of play. The focus of this first article is the level of detail in the Tank Duel system, and the overlapping constraints that the design team has taken into account when designing the game. Enjoy!
“Tank Tales” is an article series appearing on InsideGMT periodically. It features articles from the Tank Duel development team regarding the game’s design, development and upcoming release.